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View Full Version : PART 2 Incarnum Unleashed, A Pathfinder/3.5 Redux to Magic of Incarnum [PEACH]



BelGareth
2011-10-29, 02:06 PM
This is Part 2 of my Incarnum Redux for 3.5/Pathfinder
Part 1 is located HERE (http://www.giantitp.com/forums/showthread.php?t=218434)

Prestige Classes

Incandescent Champion

Requirements
Alignment: Any Good
Base attack bonus: +6
Essentia pool: 1

Class skills (2 + Int Modifier per level): The Incandescent Champion's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Profession (Wis) and Ride (Dex).

Hit Dice: d10

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Essentia Pool

1st| +1| +1 | +0 | +1 |Incandescent Strike, Incarnum Body|1

2nd| +2 | +1| +1 | +1 |Incarnum Overload 1/day|2

3rd| +3 | +2 | +1 | +2 |Unbearable Countenance|2

4th| +4 | +2 | +1 | +2 |Incarnum Overload 2/day|3

5th| +5 | +3 | +2 | +3 |Incandescent Ray|3

6th| +6 | +3 | +2 | +3 |Incarnum Overload 3/day|4

7th| +7 | +4 | +2 | +4 |Fast Healing|5

8th| +8 | +4 | +3 | +4 |Incarnum Overload 4/day|6

9th| +9 | +5 | +3 | +5 |Incandescent Aura|7

10th| +10 | +5 | +3 | +5 |Incandescent Transcendence, Incarnum Overload 5/day|8
[/table]

Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor, or shields.

Incarnum Body (Ex): Your levels in Incandescent Champion stack with your levels in the Incarnum class used to enter this prestige class for purposes of determining your Max Essentia capacity. (if any)

Incandescent Strike (Su): You can channel incarnum to increase the damage dealt by your melee attacks. For each such augmented attack, you gain a bonus on your damage roll equal to the number of points of essentia invested in this ability. Whenever you have essentia invested in incandescent strike, your hands glow with a bright light equivalent to that produced by a light spell.

Unbearable Countenance (Su): When you attain 3rd level, inner power begins to shine forth from your face, giving you a radiant countenance that dismays your foes. With a glance, you can render a single foe within 30 feet shaken for 1 round (Will negates; save DC 10 + invested essentia + Cha modifier). Your glance becomes a mindaffecting fear effect, and using it requires a move action. Any foe that successfully saves against this effect is immune to your unbearable countenance for 1 hour thereafter. This ability is always active.

Incarnum Overload (Ex): At 2nd level, you can temporarily boost the maximum essentia capacity of any soulmeld, Incarnum feat, or special ability that allows essentia investment. This effect lasts for 1 round, during which the essentia capacity of the chosen soulmeld, feat, or ability increases by an amount equal to your Charisma bonus (minimum +1). This ability is usable once per day as a free action.

You gain an additional use of this ability for every 2 levels in this class to a total of 5/day at tenth level.

Incandescent Ray (Su): Beginning at 5th level, you can channel incarnum into a ray of pure, brilliant soul energy at will. Using this ability is a standard action; you must make a successful ranged touch attack to hit your target. The incandescent ray has a range of 60 feet and deals 2d8 points of damage per point of essentia invested in this ability. This is untyped damage and affected by Spell resistance.

Fast Healing (Su): When you reach 7th level, the irrepressible force of your soul restores your vitality whenever you are wounded, granting you fast healing at a rate equal to the points of essentia you invest in this ability.

Incandescent Aura (Su): Once you attain 8th level, incarnum has become so integral to your physical form that your body constantly exudes pure, brilliant soul energy. At the start of your turn, every creature adjacent to you that you designate as a foe takes 1d6 points of damage per point of essentia invested in this ability. A successful Will save halves this damage (DC 10 + invested essentia + Cha modifier). This ability is always active.
If you have essentia invested in your incandescent aura ability, you shine with a bright light equivalent to that produced by a daylight spell (caster level equals incandescent champion level).

Incandescent Transcendence: At 10th level, you forsake your mortal nature to fully embrace the power of your spirit. Your type changes to outsider, and you gain the native and good subtypes. Your natural weapons and any weapons you wield are treated as good-aligned for the purpose of overcoming damage reduction.
Furthermore, as a standard action at will the Incadescent Champion can turn into pure luminous energy. Upon assuming this form, you become incorporeal and gain a fly speed of 60 feet (perfect maneuverability). You cannot make attacks, cast spells, or activate special abilities while in your energy form, though you can invest essentia as usual, user your Incandescent Ray ability and your incandescent aura functions normally.


Incarnum Blade

Requirements
Alignment: Any
Base attack bonus: +5
Essentia: 3

Class skills (2 + Int Modifier per level): The Incarnum Blade's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), Profession (Wis), Ride (Dex), and Swim (Str).

Hit Dice: d12

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Essentia Pool

1st| +1| +1 | +0 | +0 | Shape Blademeld, Blademeld Chakra Binds (Crown, Feet), Incarnum Body|1

2nd| +2 | +1| +1 | +1 | Blademeld Chakra Binds (Hands, Arms) |2

3rd| +3 | +2 | +1 | +1 | Blademeld Chakra Binds (Brow, Shoulders), Rebind Blademeld |3

4th| +4 | +2 | +1 | +1 | Blademeld Chakra Binds (Throat, Waist), Dual Chakra Bind |4

5th| +5 | +3 | +2 | +2 | Blademeld Chakra Binds (Heart, Soul) |5
[/table]

Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor, or shields.

Incarnum Body (Ex): Your levels in Incarnum Blade stack with your levels in the Incarnum class used to enter this prestige class for purposes of determining your Max Essentia capacity. (if any)

Shape Blademeld (Su): At 1st level, you gain the ability to create a special Soulmeld called a blademeld by wrapping incarnum into a melee weapon of your choice. Doing so ties the chosen weapon more closely to your mind and soul and grants it special powers.

A weapon with a blademeld shaped on it appears to have a blue glow and is treated as a magic weapon for the purpose of overcoming damage reduction. Its hardness improves by 5, and its hit points increase by 5 per level you possess in incarnum blade. The weapon gains a bonus on saving throws and damage rolls equal to your incarnum blade level.

Shaping the blademeld requires 8 hours of rest followed by 1 hour of meditation, just like shaping any other soulmeld does. The blademeld remains shaped until you unshape it, though it unshapes automatically if the weapon to which it is attached is sundered or otherwise destroyed. Simply losing possession of the weapon does not unshape the blademeld, and it still retains its enhanced hardness, hit points, save bonuses and damage bonuses even if you are not holding it. The wielder benefits granted by the blademeld do not apply to anyone else who might pick it up.

Blademeld Chakra Bind (Su):When you shape your blademeld, you can bind it to one of your body’s chakras. Doing so grants you a special ability that lasts as long as the blademeld is shaped and the weapon is held. Unlike most soulmelds, the blademeld’s appearance does not change while it is bound to a chakra, and the affected chakra is not apparent in any way to an onlooker.

Furthermore, the weapon to which the blademeld is attached is still wielded normally, even if it is bound to a chakra other than your hands. You can be disarmed normally, and it can still be sundered in the usual way. If you lose or put down the weapon while it is bound, it remains bound and retains the special characteristics it gains from the blademeld; you also retain the special ability gained from the bind. No one else can benefit from the weapon’s incarnum-based powers. Unlike a typical chakra bind, this one does not close the corresponding body slot.

For example, a blademeld bound to your hands chakra does not prevent you from wearing a pair of magic gloves. Blademeld chakra bind does not grant you the ability to bind soulmelds or other magic items to your chakras. At 1st level, you can bind your blademeld to your Crown and Feet chakras; at 2nd level, you can bind it to your Hands and Arms chakra's; at 3rd level, you can bind it to your Brow and Shoulders chakra's; at 4th level, you can bind it to your Throat and Waist chakra's; and at 5th level, you can bind it to your Heart and Soul chakra's; Binding your blademeld to a chakra grants you a special ability according to the chakra chosen, as detailed below.

Additionally you may invest Essentia into your Blademeld with varying effects depending on the chakra bound to it.


Crown Chakra: As long as this chakra bind is in effect, you have uncanny battlefield insight. The Incarnum Blade retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Essentia: For each point of essentia invested you gain a +1 insight bonus on attacks of opportunity.

Feet Chakra: You react more quickly than usual to danger, gaining a +4 insight bonus on initiative checks, while this chakra bind is in effect. In addition, you can make attacks of opportunity with the blademeld weapon even while flat-footed.

Essentia: For each point of essentia invested you gain a +5 bonus to speed.

Hands Chakra: You are able to swing your blademeld with tremendous speed. While the blademeld is bound to this chakra, you gain an additional attack made at your highest attack bonus when attacking with the blademeld weapon as a full attack action. This does not stack with similar abilities such as Haste and the Speed property.

Essentia: For each point of essentia invested you gain a +1 insight bonus to attack and damage rolls with your blademeld weapon.

Arms Chakra: You can deal devastating strikes in combat. While it is in effect, this chakra bind grants you a +4 insight bonus on attack rolls made to confirm a critical threat with the blademeld weapon.

Essentia: For every 2 point's of essentia invested you increase the critical threat range with your blademeld weapon by 1.

Brow Chakra: You can more effectively battle foes that you can’t see clearly while this chakra bind is in effect. You ignore any miss chances that your opponent has while wielding your blademeld weapon. You must still be able to see your oppoenent.

Essentia: For every point of essentia invested you gain a +2 insight bonus to Perception checks.

Shoulders Chakra: You gain the ability to avoid certain particularly deadly strikes. Any time a melee attack would deal you a critical hit or sneak attack, you have a 25% chance to negate the extra damage from it. This ability is active as long as this chakra bind is in effect. You need not be aware of the attack for the ability to function, but it grants no benefit if you are unconscious or otherwise helpless.

Essentia: For every 2 point's of essentia invested you gain a +1 insight bonus to your saves.

Throat Chakra: At will, you can brandish the weapon bearing the blademeld and utter a hearty battle shout that demoralizes foes. Each enemy within 60 feet who can hear you must save or become shaken for 1 round (Will DC 10 + incarnum blade level + Con modifier). You can use this ability at will as a standard action as long as the chakra bind is in effect.

Essentia: For every point of essentia invested you increase the DC of your shout by +1.

Waist Chakra: As long as this chakra bind is in effect, you are incredibly stable and well balanced when wielding your blademeld weapon. The Incarnum Blade cannot be knocked prone while wielding his blademeld weapon.

Essentia: For every point of essentia invested you gain a +2 bonus to CMD checks.

Heart Chakra: The weapon bearing the blademeld grants you improved health and well-being in combat as long as this chakra bind is in effect. You gain bonus hit points equal to twice your character level. These extra hit points are not lost first the way temporary hit points are; if you change the chakra bind of your blademeld, you lose them immediately.

Essentia: As a move action the Incarnum Blade can heal an amount of hit points equal to his Constitution modifier x the amount of essentia points invested. The Incarnum Blade can do this an amount of times per day equal to his Constitution modifier. Once essentia is invested in this chakra bind it is locked in for 24 hours.

Soul Chakra: Your blademeld weapon gains an alignment for the purpose of overcoming damage reduction. When you activate the chakra bind, you can choose any single alignment component (chaos, evil, good, or law) that matches one of your own. Thereafter, the choice cannot be changed until a new blademeld is shaped. Your weapon bypasses any DR of a creature with the chosen alignment.

Essentia: For every point of essentia invested you deal +1d4 damage to creatures with the appropriate alignment.


Rebind Blademeld (Su): At 3rd level, you gain the ability to change the chakra to which your blademeld is bound. You can use this ability a number of times per day equal to 1 + your Constitution bonus (minimum 1/day). Rebinding your blademeld is a standard action that does not provoke attacks of opportunity.

At 5th level, you can change one or both of your blademeld’s two chakra binds simultaneously as a standard action.

Dual Chakra Binding: Upon attaining 4th level, you can bind your blademeld to two of your chakras simultaneously. The second chakra bind must be one that was gained at a lower incarnum blade level than the first. For example, if the first chakra bind is throat, the second cannot be waist; it must be lesser or least. You gain the special abilities from both chakra binds as though you were using each independently.

BelGareth
2011-10-29, 02:07 PM
Part 2 of Prestige classes

BelGareth
2011-10-29, 02:09 PM
Feats

INCARNUM FEATS
Incarnum feats are similar to soulmelds in that they allow you to invest essentia into them, increasing their power. Unlike most other incarnum-based abilities, a character can invest essentia into each incarnum feat only once per day. Once invested, the essentia is unavailable for other purposes until 24 hours have passed. However large your essentia pool is, you can only invest a certain amount of essentia into any one soulmeld, feat, class feature, magic item, or other incarnum receptacle. Your character level determines this essentia capacity. Incarnum feats display visual manifestations of their effect, such as a faint radiance or glow. Unless noted otherwise, these effects do not provide any actual illumination and do not affect a character’s ability to hide


AZURE ENMITY [INCARNUM]

You can channel incarnum to enhance your ability to deal damage to your favored enemies. Whenever you strike a favored enemy while essentia is invested in this feat, a gleam of faint blue radiance shines forth from your eyes.
Prerequisites: Con 13, favored enemy class feature.
Benefit: Once per day, you can invest essentia into this feat.
You gain an insight bonus equal to the invested essentia on Bluff, Listen, Sense Motive, Spot, Survival checks, attack and damage rolls made against all of your favored enemies. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.


AZURE TALENT [INCARNUM, PSIONIC]

The soul energy of incarnum increases your mental capacity.
Prerequisites: Con 13, a power point reserve.
Benefit: Once per day, you can invest essentia into this feat. You gain bonus power points equal to twice the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. If you have the ability to bind a soulmeld to your crown chakra (even if you don’t have one currently bound), you gain an additional 2 bonus power points as long as at least 1 point of essentia is invested in this feat.
You gain 1 point of essentia.


AZURE TOUCH [INCARNUM]

You can channel incarnum to enhance your ability to heal. When you use your incarnum-infused healing class feature, your hands glow bright blue.
Prerequisites: Con 13, lay on hands or wholeness of body class feature.
Benefit: Once per day, you can invest essentia into this feat. Add the invested essentia to your class level to determine the amount of healing available to you from your lay on hands or wholeness of body class features. If you have both class features, the benefit applies to both. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.


AZURE TOUGHNESS [INCARNUM]

You can use incarnum to boost your physical vigor.
Prerequisite: Con 13.
Benefit: Once per day, you can invest essentia into this feat. You gain one temporary hit point per/level per point of invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours, even if the temporary hit points are lost.
You gain 1 point of essentia.
Special: Azure Toughness can be used in place of the Toughness feat to qualify for a feat, prestige class, or other special ability. If this feat is the target of additional Essentia by a class ability/special ability/spell or feat the max amount of temporary HP's you can receive is limited to the Max potential essentia/level/day.


AZURE CHANNEL ENERGY [INCARNUM]

You can blast undead with incarnum-purified positive energy. When you use this feat, your brow is enveloped in a brilliant blue corona.
Prerequisites: Con 13,Channel energy class feature.
Benefit: Once per day, you can invest essentia into this feat. When you channel positive energy any undead affected are also dealt 1d6 points of damage per point of essentia invested in addition to any damage from the channel energy. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.


AZURE WILD SHAPE [INCARNUM]

You can channel incarnum to enhance your combat prowess while wild shaped. Whenever you deal damage with a natural weapon while this feat is active, a flash of blue light bursts from the natural weapon that delivered the strike.
Prerequisites: Con 13, wild shape class feature.
Benefit: Once per day, you can invest essentia into this feat. While wild shaped, you gain an insight bonus on damage rolls made with natural weapons equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for
24 hours.
You gain 1 point of essentia.


BONUS ESSENTIA

You are better able to harness your personal store of incarnum.
Prerequisites: Con 13, character level 6th.
Benefit: You gain 1 point of essentia. If you are capable of shaping soulmelds, you instead gain 2 points of essentia.


CERULEAN FORTITUDE [INCARNUM]

You can use incarnum to boost your ability to resist effects that would adversely affect your health.
Prerequisite: Con 13.
Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on Fortitude saves equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.


CERULEAN REFLEXES [INCARNUM]

You can use incarnum to boost your ability to avoid harm.
Prerequisite: Con 13.
Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on Reflex saves equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for
24 hours.
You gain 1 point of essentia.


CERULEAN WILL [INCARNUM]

You can use incarnum to boost your willpower.
Prerequisite: Con 13.
Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on Will saves equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for
24 hours.
You gain 1 point of essentia.


COBALT CHARGE [INCARNUM]

You can channel incarnum to deal devastating strikes when charging. When you make a charge attack while this feat is active, your weapon momentarily turns deep blue.
Prerequisite: Con 13.
Benefit: Once per day, you can invest essentia into this feat.
You gain an insight bonus on attack rolls and damage rolls equal to the invested essentia on all charge attacks. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.


COBALT CRITICAL [INCARNUM]

You can focus your spirit into your melee weapon attacks, dealing more damage with successful critical strikes.
Prerequisite: Con 13.
Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus equal to the invested essentia on melee attack rolls made to confirm a critical threat. You also gain an insight bonus equal to the invested essentia on melee damage rolls made as part of a critical hit. (This extra damage is added before damage is multiplied for the critical hit.) Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.


COBALT EXPERTISE [INCARNUM]

By channeling the soul energy of weapon masters past, present, and future, you become more adept at maneuvers of skill and expertise.
Prerequisites: Con 13, Int 13, Combat Expertise.
Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on CMB checks made to succeed on a disarm attack, a feint in combat, or a trip attack equal to the invested essentia. You also gain an insight bonus equal to the invested essentia to AC when using Combat Expertise (up to a maximum value equal to the penalty accepted on the attack roll). Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.


COBALT POWER [INCARNUM]

By channeling the soul energy of brutal warriors past, present, and future, you become more capable of overcoming your enemies through sheer strength.
Prerequisites: Con 13, Str 13, Power Attack.
Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on CMB checks made to succeed on a bull rush, overrun, or sunder attack equal to the invested essentia. You also gain an insight bonus equal to the invested essentia on damage rolls made when using Power Attack (up to a maximum value equal to the penalty accepted on the attack roll). Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.


COBALT PRECISION [INCARNUM]

You can focus your soul energy into your ranged attacks, dealing more damage with successful critical hits.
Prerequisites: Con 13, Point Blank Shot.
Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus equal to the invested essentia on ranged attack rolls and ranged damage rolls. Both of these bonuses apply only against targets within 30 feet and is considered precision damage. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.


COBALT RAGE [INCARNUM]

You can channel incarnum to enhance your rage. When you do so, your eyes turn deep blue in color.
Prerequisites: Con 13, rage class feature.
Benefit: Once per day, you can invest essentia into this feat.
While raging, you gain an insight bonus on melee damage rolls and on Will saves equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.


DIVINE SOULTOUCH [DIVINE]

You can channel positive or negative energy to imbue yourself with incarnum.
Prerequisites: Con 13, ability to turn or rebuke undead.
Benefit: You can spend a channel energy attempt as a free action to add 1 point of essentia to your essentia pool for 1 round. For the duration of this effect, your essentia capacity in all soulmelds, incarnum feats, and other essentia-powered abilities is increased by 1. You can use this ability once per round.


DOUBLE CHAKRA

One of your chakras becomes capable of holding more incarnum than it is normally capable of containing.
Prerequisite: Meldshaper level 9th.
Benefit: When this feat is selected, choose a chakra to which you can bind soulmelds. Two of your shaped soulmelds can occupy (and be bound to) that chakra simultaneously. This counts as two chakra binds.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new chakra.
Normal: Without this feat, each chakra can only be occupied or bound by a single soulmeld.


EXPANDED SOULMELD CAPACITY

Your soul’s tie to incarnum allows you to maintain more essentia in a single soulmeld.
Prerequisites: Con 15, meldshaper level 1st.
Benefit: When you shape your soulmelds, choose one soulmeld. Your essentia capacity for that soulmeld is increased by 1 (up to a maximum of your Constitution bonus). Each time you shape your soulmelds, you can change the soulmeld that benefits from this feat.
Special: You can take this feat multiple times. For each time you take this feat, you can apply its effects to one additional soulmeld while shaping. You can’t apply this feat’s effects more than once to the same soulmeld.


HEALING SOUL [INCARNUM]

You can draw upon the soul energy of incarnum to heal your wounds.
Prerequisites: Con 13, Heal 1 rank.
Benefit: Once per day, you can invest essentia in this feat. As a swift action, you can heal your own wounds. Each use of this ability heals 5 hp per point of essentia invested in the feat, and you can use the feat a number of times per day equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. If you have the ability to bind a soulmeld to your soul chakra, each use of this ability instead heals 10 hp per point of essentia invested in the feat.
You gain 1 point of essentia.


HEART OF INCARNUM

You tap into the power of your heart chakra to gain resilience.
Prerequisite: Ability to bind a soulmeld to your heart chakra.
Benefit: You gain hit points equal to your essentia pool.
If the size of your essentia pool changes, the number of hit points granted by this feat change to match the new total.


IMPROVED ESSENTIA CAPACITY

Your capability of investing essentia improves.
Prerequisites: Con 15, essentia pool 2.
Benefit: The essentia capacity of your incarnum feats improves by 1, up to a maximum value equal to your Constitution bonus.


INCARNUM-FORTIFIED BODY

The incarnum within you strengthens your body’s toughness, enabling you to withstand greater injury.
Benefit: When you take this feat, you gain 2 hit points for each incarnum feat you have. Whenever you take a new incarnum feat, you gain 2 more hit points.
You gain a +4 bonus on Fortitude saves made to avoid death from massive damage.


INCARNUM RESISTANCE

Your body, untainted by incarnum, is not easily affected by the power of soul energy.
Prerequisite: No essentia pool.
Benefit: You gain a +2 bonus on saving throws against effects generated by soulmelds.
Special: You lose the benefit of this feat if you gain any essentia.


INCARNUM SPELLSHAPING [INCARNUM]

You gain the ability to invest incarnum into your spellcasting.
Prerequisites: Con 13, ability to cast 1st-level spells.
Benefit: You can learn, prepare, and/or cast spells with the incarnum descriptor as appropriate for your class’s spellcasting ability.
You gain 1 point of essentia.


INDIGO STRIKE [INCARNUM]

You can channel incarnum to enhance your ability to deal damage with your skirmish attack, sneak attack, or sudden strike. When you do so, your eyes turn dark blue.
Prerequisites: Con 13 and skirmish, sneak attack, or sudden strike class feature.
Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on damage rolls made when delivering attacks with the skirmish, sneak attack, or sudden strike class feature equal to twice the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. If you have more than one of the listed class features, the bonus applies only once on any given attack.
You gain 1 point of essentia.


MIDNIGHT AUGMENTATION [INCARNUM, PSIONIC]

You can augment a psionic power with your personal soul energy rather than mental energy. When you manifest the
augmented power, a circle of blue-black energy momentarily coruscates around your brow.
Prerequisites: Con 13, ability to manifest 2nd-level psionic powers.
Benefit: Once per day, you can invest essentia into this feat and choose a particular psionic power that you know.
If you expend your psionic focus when manifesting that power, the power point cost to augment that power is reduced by a value equal to the invested essentia. This can’t reduce the augmentation cost to less than 1. You can’t invest more essentia in this feat than the chosen power’s level, even if the maximum essentia capacity of this feat would normally be higher than that value. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.


MIDNIGHT DODGE [INCARNUM]

You can channel incarnum to enhance your ability to avoid attacks against you. As long as you have at least 1 point of essentia invested in this feat, your legs and feet turn blueblack in color.
Prerequisites: Con 13, Dex 13.
Benefit: Once per day, you can invest essentia in this feat. You gain a dodge bonus equal to half the essentia invested in this feat. This stacks with the Dodge feat.
You gain 1 point of essentia.
Special: Midnight Dodge can be used in place of the Dodge feat to qualify for a feat, prestige class, or other special ability.


MIDNIGHT METAMAGIC [INCARNUM]

You can channel incarnum to alter your prepared spells. When you cast such a spell, your hands gleam with a dark blue radiance.
Prerequisites: Con 13, ability to cast 1st-level spells, any metamagic feat.
Benefit: Once per day, you can invest essentia into this feat and choose one or more spell that you know (and have prepared, if you prepare spells) to apply the effect of a metamagic feat that you know. Each spell to be affected requires the investment of a number of essentia equal to the normal spell level adjustment required by the metamagic feat (minimum 1 point of essentia). The next time you cast that spell, the spell gains the effect of that metamagic feat without any change to its level (or casting time, if you cast spells spontaneously). You can apply the effect of this feat to as many spells as you can afford to invest with essentia. You can apply the effect of different metamagic feats to different spells, as long as you know all metamagic feats applied and you have sufficient essentia capacity to do so. For example, you could invest 1 point of essentia to enlarge a spell (as Enlarge Spell) and 2 points of essentia to empower a spell (as Empower Spell), as long as you had at least 3 points of essentia to invest, had an essentia capacity of 3 or greater, and knew both the Empower Spell and Enlarge Spell feats. Once essentia is invested in a spell, it remains invested until the spell is cast, at which point the essentia returns to your essentia pool.
You gain 1 point of essentia.


NECROCARNUM ACOLYTE

You have experienced the power of necrocarnum, a dark and twisted form of incarnum. The power gained from this source can be great, but many decry its origins as evil.
Prerequisites: Ability to shape soulmelds, nongood alignment.
Benefits: You can shape soulmelds with the necrocarnum descriptor regardless of your alignment.
You gain a +1 profane bonus on the save DCs of your necrocarnum soulmelds.
Normal: Nonevil incarnates and nonevil soulborns can’t shape necrocarnum soul melds, since those soulmelds have the evil descriptor.


OPEN GREATER CHAKRA

You open up one of your body’s centers of power, allowing you to bind a soulmeld or a magic item to that chakra.
Prerequisites: Con 17, character level 17th.
Benefit: When this feat is selected, choose one of the following chakras: throat or waist. You can now bind a soulmeld or a magic item to that chakra.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new greater chakra.


OPEN LEAST CHAKRA

You open up one of your body’s centers of power, allowing you to bind a soulmeld or a magic item to that chakra.
Prerequisites: Con 13, character level 5th.
Benefit: When this feat is selected, choose one of the following chakras: crown, feet, or hands. You can now bind a soulmeld or a magic item to that chakra.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new least chakra.


OPEN LESSER CHAKRA

You open up one of your body’s centers of power, allowing you to bind a soulmeld or a magic item to that chakra.
Prerequisites: Con 15, character level 11th.
Benefit: When this feat is selected, choose one of the following chakras: arms, brow, or shoulders. You can now bind a soulmeld or a magic item to that chakra.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new lesser chakra.


PSYCARNUM BLADE [INCARNUM, PSIONIC]

You can forge your mind blade from a mixture of mental and soul energy, enabling you to deal devastating strikes with the weapon.
Prerequisites: Con 13, ability to form a mind blade.
Benefit: Once per day, you can invest essentia into this feat. You can expend your psionic focus when making an attack with your mind blade to gain an insight bonus on the damage roll equal to 1d6 per point of invested essentia. You must decide whether or not to use this feat prior to making the attack roll. If your attack misses, you still expend your psionic focus. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.


PSYCARNUM CRYSTAL [PSIONIC]

Your psicrystal taps into the natural ebb and flow of incarnum, turning it into a small reservoir of soul energy.
Prerequisites: Con 13, Psicrystal Affinity, essentia pool.
Benefit: As long as your psicrystal is within arm’s reach, you can choose to have it share the affects of one soulmeld, including any invested essentia bonuses.


PSYCARNUM INFUSION [PSIONIC]

You transform your mental focus into a brief burst of soul energy.
Prerequisites: Con 13, Autohypnosis 4 ranks.
Benefit: To use this feat, you must expend your psionic focus. Until the start of your next turn, one of your soulmelds, incarnum feats, class features, or other incarnum receptacles is treated as if it had essentia invested in it equal to its maximum essentia capacity. You don’t gain any bonus essentia from this effect.


SAPPHIRE FIST [INCARNUM]

You can channel incarnum to enhance your ability to deliver unarmed attacks. When you deliver unarmed attacks while essentia is invested in this feat, your hands burn with a faint blue flamelike radiance.
Prerequisites: Con 13, Stunning Fist.
Benefit: Once per day, you can invest essentia into this feat. Add the invested essentia as an insight bonus on the damage roll for any attack made with Unarmed Strikes. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.


SAPPHIRE SMITE [INCARNUM]

You can channel incarnum to enhance your ability to deliver mighty blows. When you do so, your eyes glisten as if they had become brilliant blue gemstones.
Prerequisites: Con 13, ability to smite (smite evil class feature, smite domain power, or similar ability)
Benefit: Once per day, you can invest essentia into this feat. You gain a +1 bonus on damage dealt by your smite for every point of essentia invested. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.


SAPPHIRE SPRINT [INCARNUM]

Drawing on the soul energy of great runners of history, you infuse your body with incarnum to speed your steps. Whenever you run, your feet shine with a bright blue gleam.
Prerequisite: Con 13.
Benefit: Once per day, you can invest essentia into this feat. When you use the run action, you gain an insight bonus to your speed equal to 5 feet per point of invested essentia. This applies regardless of the form of movement used to run. You also gain an insight bonus equal to the invested essentia on Constitution checks made to continue running. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. If you have the ability to bind a soulmeld to your feet chakra, you also keep your Dexterity bonus when running and gain an insight bonus to AC equal to the invested essentia against any attacks of opportunity you provoke when moving out of a threatened square during a run.
You gain 1 point of essentia.


SHAPE SOULMELD

You gain the ability to shape a single soulmeld.
Prerequisite: Con 13, 5th level
Benefit: When this feat is selected, choose a soulmeld from any class’s soulmeld list. You can shape that soulmeld using the normal meldshaping rules. Once chosen, the soulmeld granted by this feat can never be changed. Your meldshaper level for this soulmeld is equal to one-half your character level. If you have essentia, you can invest essentia in the soulmeld as normal. If you have the ability to bind a soulmeld to a chakra, you can bind this soulmeld to any chakra available to you (as long as the soulmeld can be bound to that chakra).
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, choose a new soulmeld. Soulborns, Totemists and Incarnates can take this feat to use a soulmeld from a different soulmeld list.


SHARE SOULMELD

You can share a soulmeld with an ally with which you have a special bond.
Prerequisite: Ability to shape soulmelds and a familiar, animal companion, or mount with whom you can share spells.
Benefit: At your option, any soulmeld shaped by you and currently affecting you can also affect your familiar, animal companion, or mount. The creature in question must remain within 5 feet of you to receive the benefit. If the creature leaves this radius of effect, it loses the benefits of the soulmeld until such time as it returns within 5 feet.


SOULSIGHT [INCARNUM]

You can attune your soul to sense living creatures near you. When you use this feat, your eyes glow with a blue luminescence.
Prerequisites: Con 13, Wis 13, Perception 5 ranks.
Benefit: Once per day, you can invest essentia into this feat. While essentia is invested in this feat you can activate a limited form of blindsense, capable of pinpointing living creatures only, as a move action. This blindsense has a range equal to 5 feet per point of invested essentia. The blindsense lasts until the start of your next turn. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. If you have the ability to bind a soulmeld to your brow chakra, the blindsense granted by this feat is capable of detecting both living and nonliving creatures.
You gain 1 point of essentia.


SOULTOUCHED SPELLCASTING [INCARNUM]

By fusing your spells with incarnum, they become more capable of overcoming enemy magic and spell resistance.
Prerequisite: Con 13.
Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on dispel checks and on caster level checks made to defeat spell resistance equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.


SPLIT CHAKRA

One of your chakras becomes capable of holding both a bound soulmeld and a magic item.
Benefit: When this feat is selected, choose a chakra, such as hands. You can gain the benefit of a magic item that occupies the body space equivalent of that chakra even while a soulmeld is bound to that chakra. You can also bind a magic item to the chakra.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new chakra.
Normal: Without this feat, a soulmeld bound to a chakra closes the equivalent body space off from gaining the benefit of a magic item.


UNDEAD MELDSHAPER [MONSTROUS]

Despite having no soul of your own, you maintain the ability to channel incarnum through force of will alone.
Prerequisites: Int 3, undead type.
Benefits: Use your Wisdom score to determine the maximum number of soulmelds you can shape. If you would use your Constitution score to determine a soulmeld’s save DC, use your Wisdom score instead.


INVEST ESSENTIA [INCARNUM]

You gain the ability to tap into your personal reservoir of soul energy, in doing so you learn how to invest it into your soulmelds.
Prerequisite: Shape Soulmeld Feat
Benefit: You gain Essentia and can invest it into the soulmelds you can shape. You can invest 1 point of essentia at levels 1st – 8th, 2 points at levels 9th – 16th and 3 points at 17th level and up. You do not gain bonus essentia and can only invest it into the soulmeld granted to you from the Shape Soulmeld feat.

BelGareth
2011-10-29, 02:10 PM
Reserved for Spells

BelGareth
2011-10-29, 02:12 PM
Reserved for Equipment

BelGareth
2011-10-29, 02:13 PM
Reserved for Substitution Levels

BelGareth
2011-10-29, 02:16 PM
Reserved for Creatures

BelGareth
2011-10-29, 02:19 PM
Reserved for Epic Progression

BelGareth
2011-10-29, 02:20 PM
Reserved for Epic Progression part 2

Amnoriath
2012-10-27, 11:00 PM
You do realize this is intended for Pathfinder right? Turn/Rebuke Undead doesn't exist anymore instead they channel positive or negative energy for 1d6/2 cleric levels. Power Attack and Combat Expertise have further BAB restricting the accepted of 1/4 BAB so you made almost useless feats because the feats themselves won't allow an additional penalty. Sapphire Smite, this back in 3.5 with psychic infusion helped create a Pathfinder equivalent now you are just giving free burns for everyone when the Paladin uses the Aura of Justice to spam smites against all evil opponents. Azure Toughness, you essentially made a fully augmented vigor ability that can be used at will alah psycarnum infusion and you still didn't anything to the worst incarnum feat(Psycarnum Crystal).
In general I don't think you understand Pathfinder's take on 3.5. It isn't just about an overall increase in power it is about customizable options to slightly change play and theme from other people of the same class in which none of your base classes have. Also I don't understand why some of your soulmeld/essentia have limited uses the whole idea of Incarnum is to have something constant to fall back

BelGareth
2012-10-28, 12:23 AM
You do realize this is intended for Pathfinder right?

Of course, this was my idea...


Turn/Rebuke Undead doesn't exist anymore instead they channel positive or negative energy for 1d6/2 cleric levels.
Ah, if you are referencing AZURE TURNING, that was something I missed, if you read the rest of the feat description, it explains how it works with the channel enregy mechanic. I just forgot to rename it and change the prereqs.


Power Attack and Combat Expertise have further BAB restricting the accepted of 1/4 BAB so you made almost useless feats because the feats themselves won't allow an additional penalty.
I fully understand how these feats work, COBALT POWER and COBALT EXPERTISE do not require you to take further penalties like 3.5 versions, it scales along with the PF versions and allows you to invest an appropriate amount of essentia to gain a bonus. I think these are excellent feats IMHO...


Sapphire Smite, this back in 3.5 with psychic infusion helped create a Pathfinder equivalent now you are just giving free burns for everyone when the Paladin uses the Aura of Justice to spam smites against all evil opponents.
At first I didn't see really what the deal was, but then I realized PF has no Extra Smite feat and therefore this fills that gap, you are right, this could lead to a potential abuse. I will rewrite it to change to bonus damage,


Azure Toughness, you essentially made a fully augmented vigor ability that can be used at will alah psychic infusion
I google-Fu'ed "psychic infusion" and found nothing, not on d20srd or d20pfsrd, could you clarify it?
I'm not sure what you mean by a fully augmented Vigor, the feat doesn't heal you, only grants bonus hitpoints, which thanks to Essentia Capacity levels with you. Nothing too overpowered. I'm scratching my head on what you're trying to get at with this one.
Never mind, I figured out what you were referencing, PSYCARNUM INFUSION.

This to me is still not OP, by expending your psionic focus you can maximize the essentia in any soulmeld/feat/ability for 1 turn.

So if I am 10th level with a max capacity of 3, I invest 2 points to gain 20 temp HP's, I expend my focus and gain 10 temp HP's on top of the 20.
If the player loses these temp HP's he cannot get more, 30 (in this case) is the maximum they can get for the whole day. So if they do this and take damage it is mitigated for 10 HP's but then he cannot do it again next turn as he has already used the max amount of HP's.

This may not be clear in the feat description, so I will add a special clause.


and you still didn't anything to the worst incarnum feat(Psycarnum Crystal).
Point taken, it is the same as Bonus essentia, but worse... I will change it to something better.


In general I don't think you understand Pathfinder's take on 3.5. It isn't just about an overall increase in power it is about customizable options to slightly change play and theme from other people of the same class in which none of your base classes have.
I do in fact, and I am sorry if you do not like my take on things. And while I appreciate the critique, it's usually good etiquette to provide examples or ideas on how to fix things and not just how they are all messed up.


Also I don't understand why some of your soulmeld/essentia have limited uses the whole idea of Incarnum is to have something constant to fall back
Could you provide examples for the specific Soulmelds? I have redone a ton of them, and have no idea to what you are referencing. And I don't specifically believe that the whole idea of incarnum is to have something to fall back on, it's an awesomley fluffed mechanic that is a little weak and needs some beefing, and fine tuning. But, as with all things your mileage may vary.

All in all, thanks for commenting, I just ask it to be a little bit more constructive next time.

Thanks!

Amnoriath
2012-10-28, 11:14 AM
Cobalt Power and Expertise, your feats have the same clause as the orginals did.
http://dndtools.eu/feats/magic-of-incarnum--74/cobolt-expertise--372/
http://dndtools.eu/feats/magic-of-incarnum--74/cobalt-power--373/
So, they are the same except they are restricted by the BAB ratio of Pathfinder versions. It then really comes down to why pay a feat and lockdown precious essentia when soulmelds can do better?
Psycarnum Infusion(sorry for the wrong wording) breaks the confines of the often poorly designed Incarnum feats. All the Azure Toughness says it works like any other incarnum feat. The whole abuse around Psycarnum Infusion is that you don't invest while constantly gaining the benefit expending psychic focuses without tripping the trap of incarnum feat rules.
Pathfinder changes, you might but you didn't put that understanding into practice. Each of the base classes have various customizable and alternate compared to their 3.5 counterparts within the class itself. Barbarians have rage powers, Rogues have talents, Sorcerors have Bloodlines, Wizards have school abilities, Clerics have sub-domains and actual scaling domain powers. Paladins, Wizards, and Druids can choose to have a buddy or not without substitution levels....etc not to mention what their new classes do plus archetypes. Now, I don't expect you to go to that extent but I at least wanted to see some problems of the original 3.5 to be addresssed here but you mostly copied and upped some bonuses(Behir Gorget, Ankheg Breastplate..). For example: The Evil Incarnate is still king except now we don't need an expensive weapon enhancement(skillful). I say this because Evil automatically got the Necrocarnum soulmelds which gave the strongest one in the book while easily racking bonus damage in the 30's from melds alone while also having the most soulmelds available to shape because of the aligned soulmeld clause. Lawful and Chaotic didn't have specific soulmelds of their own while Good only had maybe 2. You did up the soulborn but since they have the exact same list except for the avatar it really encroaches on the Incarnate. I never understood why Magic of Incarnum had two alignment based classes out of three when the system didn't do much with it. Also why does every other class get a soul chakra one level before the Incarnate? I mean it really seems like the Incarnate really doesn't get anything special for itself which is what Pathfinder tries to do for everyone.
What needs to happen is give each kind of Incarnate there own special list while maybe realizing that a lawful character will do good and evil things to proport law(changing the aligned soulmeld to only react against those opposite of it). Also, give customizable features one thing which always bugged me was having the soulspark familiar as a soulmeld which unshapes if moved 10 feet away from you. I think it would be interesting if it was more like a companion each being a little different between those of different alignments. Incarnates would choose between this and an aura(a couple more abilities here wouldn't hurt). The totemist could gain special modifications to the soulmelds bound to the totem chakra gained through class levels, call them mutations. Personally I think the Soulborn should be changed to a historical fighter looking to the past of fallen heros for strength. I made a Incarnum Blade fix(War Avatar) but I think the idea of making your own soulmeld can be quite transferable and appealing. Unfortunately Enworld is down for maintenance.

Amnoriath
2012-10-28, 11:08 PM
Back up now, http://www.enworld.org/forum/d-d-pathfinder/328350-incarnum-blade-rehaul.html
As for those with limited uses dissolving spittle, basilisk mask, phoenix belt, threefold mask of the chimera(however right now it can reset from reinvestment).

Warriorking9001
2017-04-18, 02:40 PM
Admittedly I don't know for sure if any of this would step on the toes of the Current classes (like the Incarnum Blade), but I'd like to see something along the lines of the War Soul as an archetype for the soulborn, maybe gaining unique bind abilities with the Incarnum Weapon meld.

BelGareth
2017-04-18, 02:45 PM
Admittedly I don't know for sure if any of this would step on the toes of the Current classes (like the Incarnum Blade), but I'd like to see something along the lines of the War Soul as an archetype for the soulborn, maybe gaining unique bind abilities with the Incarnum Weapon meld.

While I'd be happy to discuss this, you should be aware of forum rules for thread necromancy.

The only 2 people who can ignore it, are Mods, and the original creators for a thread in Homebrew design. (which this is, and I am)

To add to that, I've kind of given up on this one, I have a new 3.5 version stewing, but won't be ready for a while.

Warriorking9001
2017-04-20, 08:14 AM
While I'd be happy to discuss this, you should be aware of forum rules for thread necromancy.

The only 2 people who can ignore it, are Mods, and the original creators for a thread in Homebrew design. (which this is, and I am)

To add to that, I've kind of given up on this one, I have a new 3.5 version stewing, but won't be ready for a while.

... Thread Necromancy? Apologies, though I might try to continue this thing myself, because I just adore this system so far.

Morphic tide
2017-04-20, 08:54 AM
Well, I have a thread with a bundle of varyingly-balanced Incarnum feats... (http://www.giantitp.com/forums/showthread.php?516253) If you want some ideas, there's probably a few that you didn't consider there.

While you're at it with this, maybe fix all the tables in your previous thread from 6 years ago? So that we can actually understand what they say, and so that you don't have to repost all of it.

My ideas are largely about integrating Pathfinder designs into Incarnum. For example, hybrid classes and archetypes. Also VMC.

Archetype wise, you can inject Incarnum into other classes by getting rid of/weakening functions of the target class. For example, a Barbarian archetype that turns them into a less-flexible Totemist at the cost of Rage Powers for the Pathfinder version.

I'll be editing in more ideas for other stuff later.